sounds pretty good what Rob and Xenobond said. alphatest = 0/1 decision is fast and can be treated same as regular geometry. It's also compatible with deferred shading, if the engine does that sort of stuff. Ie. no worries. alphablend = the "sorting" issue as mentioned. Basically Rob summed all the sorting options, whether…
I think we're talking about the same thing. - Alpha test is just checking to see if it is transparent or not? True false, on/off kind of thing? - Blending is checking to see how transparent it is? Then deciding how much of the transparencies behind it are seen and if they're partially transparent more code grinds on? Just…
when it comes to alpha sorting, i've recently seen a lot of hard alpha sorting with softalpha blending mixed, how is that achieved? http://ps3media.ign.com/ps3/image/article/903/903022/final-fantasy-xiii-20080826034718288.jpg if you look close you can see some sort of dithering going on, which i believeis used to sort the…